Age | Commit message (Collapse) | Author |
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*before* glow and other post processing effects that don't care about being gamma correct.
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Removed materials rendering from the bump draw pool, and reverted it to its previous state.
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control synchronizing strategy WRT occlusion queries, add experimental transform feedback driven LoD update
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to Color4.
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didn't work) and pause shader loading until after all feature masks have been applied when switching detail levels
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with exploding amounts of non-built-in GL state
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height map into a normal map -- use the GPU instead via a shader. Also, WTF glFinish?
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accounting for how much memory is taken up by LLRenderTarget, fix crash on login in bindGLIndices (work around driver bug that doesn't respect VAO state WRT to index buffers), remove some unused render targets, remove some unused shaders, make it possible to run a fullscreen session
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to reload shaders when toggling FSAA on and off)
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display still doesn't.
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because it's a smaller change than integrating glVertexAttrib with FSAA pipe). Shader integration with LLDynamicTexture subclasses.
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complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed).
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glAlphaFunc when shaders are available).
Reviewed by Leslie
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stalls in renderer by never using the fixed function pipeline if shaders are available.
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GL_ARB_texture_multisample instead.
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is open and when effect is opted out of.
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merging in windlight estate settings to viewer-dev codebase.
not built, not tested. Probably needs a bunch of fixes to be able
to be integrated.
(resubmitted by Vadim ProductEngine)
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attachments, deferred rendering, and not.
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Reviewed by Nyx.
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Reviewed by Nyx.
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